mirror of
https://github.com/sehugg/8bitworkshop.git
synced 2024-11-12 10:07:00 +00:00
434 lines
9.4 KiB
C
434 lines
9.4 KiB
C
|
|
/*
|
|
* An Astrocade port of the Cosmic Impalas game
|
|
* described in the book
|
|
* "Making 8-bit Arcade Games in C"
|
|
*/
|
|
|
|
#include <string.h>
|
|
#include <stdlib.h>
|
|
|
|
//#resource "astrocade.inc"
|
|
#include "acbios.h"
|
|
//#link "acbios.s"
|
|
#include "aclib.h"
|
|
//#link "aclib.s"
|
|
#include "acextra.h"
|
|
//#link "acextra.c"
|
|
//#link "hdr_autostart.s"
|
|
|
|
|
|
//
|
|
// GAME GRAPHICS
|
|
//
|
|
|
|
const byte player_bitmap[2+9*3] =
|
|
{3,9,/*{w:12,h:9,bpp:2,brev:1}*/0x00,0x00,0x00,0x00,0xFF,0x00,0x00,0x14,0x00,0x30,0x3C,0x0C,0x3A,0xBE,0xAC,0x3E,0xFF,0xBC,0x3F,0xFF,0xFC,0x37,0x7D,0xDC,0x3C,0x3C,0x3C};
|
|
const byte bomb_bitmap[] =
|
|
{1,3,/*{w:4,h:3,bpp:2,brev:1}*/0xF8,0x3E,0xF8};
|
|
const byte bullet_bitmap[] =
|
|
{1,5,/*{w:4,h:5,bpp:2,brev:1}*/0x0C,0x24,0x18,0x10,0x04};
|
|
const byte enemy1_bitmap[18] =
|
|
{2,8,/*{w:8,h:8,bpp:2,brev:1}*/0x22,0x88,0x2A,0xA8,0x3F,0xFC,0x37,0xDC,0x3F,0xFC,0x38,0x2C,0x30,0x0C,0x0C,0x30};
|
|
const byte enemy2_bitmap[] =
|
|
{2,8,/*{w:8,h:8,bpp:2,brev:1}*/0x0C,0x30,0x30,0x0C,0x17,0xE8,0x23,0xC4,0x0B,0xD0,0x2C,0x34,0x2F,0xF4,0x10,0x08};
|
|
const byte enemy3_bitmap[] =
|
|
{2,8,/*{w:8,h:8,bpp:2,brev:1}*/0x0F,0xC0,0x00,0xC0,0x10,0xC4,0x26,0xD8,0x27,0x98,0x26,0xD8,0x14,0x14,0x10,0x04};
|
|
const byte enemy4_bitmap[] =
|
|
{2,8,/*{w:8,h:8,bpp:2,brev:1}*/0x30,0x0C,0x3C,0x3C,0x0F,0xF0,0x3A,0xE8,0x3B,0xEC,0x3F,0xFC,0x30,0x0C,0x00,0x00};
|
|
const byte mothership_bitmap[2+3*6] =
|
|
{3,6,/*{w:12,h:6,bpp:2,brev:1}*/0x00,0x28,0x00,0x02,0xBE,0x80,0x2A,0xFF,0xA8,0x25,0x55,0x58,0x0A,0xAA,0xA0,0x02,0xAA,0x80};
|
|
const byte explode_bitmap[18] =
|
|
{2,8,/*{w:8,h:8,bpp:2,brev:1}*/0x40,0x44,0x10,0x40,0x06,0x81,0x0B,0xE4,0x5B,0xE0,0x02,0x81,0x04,0x10,0x10,0x44};
|
|
|
|
const byte* const enemy_bitmaps[4] = {
|
|
enemy1_bitmap,
|
|
enemy2_bitmap,
|
|
enemy3_bitmap,
|
|
enemy4_bitmap
|
|
};
|
|
|
|
/*{pal:"astrocade",layout:"astrocade"}*/
|
|
const byte palette[8] = {
|
|
0x07, 0xD4, 0x35, 0x01,
|
|
0x07, 0xD4, 0x35, 0x01,
|
|
};
|
|
|
|
#define COLOR_BUNKER 1
|
|
#define COLOR_GROUND 2
|
|
#define COLOR_SCORE 2
|
|
|
|
//
|
|
// GAME CODE
|
|
//
|
|
|
|
#define MAXLIVES 5
|
|
#define PLYRHEIGHT 9
|
|
#define ENEMY_WIDTH 8
|
|
#define ENEMY_HEIGHT 8
|
|
#define ENEMY_SPACING_X 14
|
|
#define ENEMY_SPACING_Y 11
|
|
#define ENEMY_WIDTH 8
|
|
#define ENEMY_MARCH_X 1
|
|
#define ENEMY_MARCH_Y 2
|
|
#define EXPLODE_TIME 8
|
|
|
|
typedef struct {
|
|
byte x,y;
|
|
const byte* shape; // need const here
|
|
} Enemy;
|
|
|
|
#define MAX_ENEMIES 40
|
|
|
|
Enemy enemies[MAX_ENEMIES];
|
|
byte enemy_index;
|
|
byte num_enemies;
|
|
|
|
typedef struct {
|
|
int right:1;
|
|
int down:1;
|
|
} MarchMode;
|
|
|
|
MarchMode this_mode, next_mode;
|
|
|
|
word score;
|
|
byte lives;
|
|
|
|
const byte player_y = VHEIGHT-PLYRHEIGHT-1;
|
|
byte player_x;
|
|
byte bullet_x;
|
|
byte bullet_y;
|
|
byte bomb_x;
|
|
byte bomb_y;
|
|
byte explode_x;
|
|
byte explode_y;
|
|
byte explode_timer;
|
|
|
|
void draw_lives() {
|
|
byte i;
|
|
byte n = lives;
|
|
byte y = 0;
|
|
byte x = PIXWIDTH-4*6;
|
|
hw_xpand = XPAND_COLORS(0, COLOR_SCORE);
|
|
for (i=0; i<MAXLIVES; i++) {
|
|
draw_char(i<n?'|':' ', x, y, M_MOVE);
|
|
x += 4;
|
|
}
|
|
}
|
|
|
|
void draw_score() {
|
|
byte x = 10*8;
|
|
byte y = 0;
|
|
hw_xpand = XPAND_COLORS(0, COLOR_SCORE);
|
|
draw_bcd_word(score, x, y, M_MOVE);
|
|
}
|
|
|
|
void draw_bunker(byte x, byte y, byte y2, byte h, byte w) {
|
|
byte i,a=0,b=0;
|
|
for (i=0; i<h; i++) {
|
|
a = y-y2-i*2;
|
|
b = y-i;
|
|
vline(x+i, a, b, COLOR_BUNKER, M_XOR);
|
|
vline(x+h*2+w-i-1, a, b, COLOR_BUNKER, M_XOR);
|
|
}
|
|
for (i=0; i<w; i++) {
|
|
vline(x+h+i, a, b, COLOR_BUNKER, M_XOR);
|
|
}
|
|
}
|
|
|
|
void draw_playfield() {
|
|
byte i;
|
|
clrscr();
|
|
draw_string(0, 0, COLOR_SCORE, "PLAYER 1");
|
|
draw_score();
|
|
draw_lives();
|
|
for (i=0; i<PIXWIDTH; i++)
|
|
pixel(i, VHEIGHT-1, COLOR_GROUND, M_OR);
|
|
// TODO: const
|
|
draw_bunker(20, 75, 5, 5, 20);
|
|
draw_bunker(100, 75, 5, 5, 20);
|
|
}
|
|
|
|
void add_score(word pts) {
|
|
score = bcd_add(score, pts);
|
|
draw_score();
|
|
}
|
|
|
|
void xor_player_derez() {
|
|
byte i,j;
|
|
byte x = player_x+13;
|
|
byte y = player_y+PLYRHEIGHT-1;
|
|
byte* rand = (byte*) &xor_player_derez; // use code as random #'s
|
|
for (j=1; j<=0xf; j++) {
|
|
for (i=0; i<100; i++) {
|
|
signed char xx = x + (*rand++ & 0xf) - 15;
|
|
signed char yy = y - (*rand++ & j);
|
|
pixel(xx, yy, *rand++, M_XOR);
|
|
}
|
|
}
|
|
}
|
|
|
|
void destroy_player() {
|
|
xor_player_derez(); // xor derez pattern
|
|
render_sprite(player_bitmap, player_x, player_y, M_XOR); // erase ship via xor
|
|
xor_player_derez(); // xor 2x to erase derez pattern
|
|
player_x = 0xff;
|
|
lives--;
|
|
}
|
|
|
|
void init_enemies() {
|
|
byte i,x,y,bm;
|
|
x = 0;
|
|
y = ENEMY_SPACING_Y;
|
|
bm=0;
|
|
for (i=0; i<MAX_ENEMIES; i++) {
|
|
Enemy* e = &enemies[i];
|
|
e->x = x;
|
|
e->y = y;
|
|
e->shape = enemy_bitmaps[bm];
|
|
x += ENEMY_SPACING_X;
|
|
if (x >= PIXWIDTH-ENEMY_SPACING_X*2) {
|
|
x = 0;
|
|
y += ENEMY_SPACING_Y;
|
|
bm++; // TODO: can overflow
|
|
}
|
|
}
|
|
enemy_index = 0;
|
|
num_enemies = MAX_ENEMIES;
|
|
this_mode.right = 1;
|
|
this_mode.down = 0;
|
|
next_mode.right = 1;
|
|
next_mode.down = 0;
|
|
}
|
|
|
|
void delete_enemy(Enemy* e) {
|
|
erase_sprite(e->shape, e->x, e->y);
|
|
if (explode_timer == 0) {
|
|
explode_x = e->x;
|
|
explode_y = e->y;
|
|
explode_timer = EXPLODE_TIME;
|
|
}
|
|
memmove(e, e+1, sizeof(Enemy)*(enemies-e+MAX_ENEMIES-1));
|
|
num_enemies--; // update_next_enemy() will check enemy_index
|
|
// TODO: enemy_index might skip updating an enemy
|
|
}
|
|
|
|
void update_next_enemy() {
|
|
Enemy* e;
|
|
if (enemy_index >= num_enemies) {
|
|
enemy_index = 0;
|
|
memcpy(&this_mode, &next_mode, sizeof(this_mode));
|
|
}
|
|
e = &enemies[enemy_index];
|
|
if (this_mode.down) {
|
|
erase_sprite(e->shape, e->x, e->y);
|
|
e->y += ENEMY_MARCH_Y;
|
|
// if too close to ground, end game
|
|
if (e->y >= player_y) {
|
|
destroy_player();
|
|
lives = 0;
|
|
}
|
|
next_mode.down = 0;
|
|
} else {
|
|
if (this_mode.right) {
|
|
e->x += ENEMY_MARCH_X;
|
|
if (e->x >= PIXWIDTH-ENEMY_SPACING_X) {
|
|
next_mode.down = 1;
|
|
next_mode.right = 0;
|
|
}
|
|
} else {
|
|
e->x -= ENEMY_MARCH_X;
|
|
if (e->x == 0) {
|
|
next_mode.down = 1;
|
|
next_mode.right = 1;
|
|
}
|
|
}
|
|
}
|
|
render_sprite(e->shape, e->x, e->y, M_MOVE);
|
|
enemy_index++;
|
|
}
|
|
|
|
char in_rect(Enemy* e, byte x, byte y, byte w, byte h) {
|
|
byte ew = e->shape[0]*4;
|
|
byte eh = e->shape[1];
|
|
return (x >= e->x-w && x <= e->x+ew+w && y >= e->y-h && y <= e->y+eh+h);
|
|
}
|
|
|
|
Enemy* find_enemy_at(byte x, byte y) {
|
|
byte i;
|
|
for (i=0; i<num_enemies; i++) {
|
|
Enemy* e = &enemies[i];
|
|
if (in_rect(e, x, y, 4, 1)) {
|
|
return e;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
void check_bullet_hit(byte x, byte y) {
|
|
Enemy* e = find_enemy_at(x,y);
|
|
if (e) {
|
|
delete_enemy(e);
|
|
add_score(0x25);
|
|
}
|
|
}
|
|
|
|
void xor_bullet() {
|
|
render_sprite(bullet_bitmap, bullet_x, bullet_y, M_XOR);
|
|
}
|
|
|
|
void fire_bullet() {
|
|
bullet_x = player_x + 4;
|
|
bullet_y = VHEIGHT-PLYRHEIGHT-6;
|
|
xor_bullet();
|
|
}
|
|
|
|
void move_bullet() {
|
|
byte leftover;
|
|
xor_bullet();
|
|
//erase_sprite(bullet_bitmap, bullet_x, bullet_y);
|
|
hw_intst; // reset intercept counters
|
|
bullet_y -= 2;
|
|
xor_bullet();
|
|
leftover = hw_intst; // any pixels leftover?
|
|
if (leftover || bullet_y < 10) {
|
|
erase_sprite(bullet_bitmap, bullet_x, bullet_y);
|
|
check_bullet_hit(bullet_x, bullet_y+2);
|
|
bullet_y = 0;
|
|
}
|
|
}
|
|
|
|
void xor_bomb() {
|
|
render_sprite(bomb_bitmap, bomb_x, bomb_y, M_XOR);
|
|
}
|
|
|
|
void drop_bomb() {
|
|
byte i = rand() % num_enemies;
|
|
Enemy* e = &enemies[i];
|
|
// don't drop on someone else!
|
|
if (find_enemy_at(e->x, e->y+ENEMY_HEIGHT+ENEMY_SPACING_Y+1)) {
|
|
return;
|
|
}
|
|
bomb_x = e->x + ENEMY_WIDTH/4;
|
|
bomb_y = e->y + ENEMY_HEIGHT;
|
|
xor_bomb();
|
|
}
|
|
|
|
void move_bomb() {
|
|
xor_bomb();
|
|
if (bomb_y >= VHEIGHT-5) {
|
|
bomb_y = 0;
|
|
} else {
|
|
bomb_y += 1;
|
|
hw_intst; // reset intercept counters
|
|
xor_bomb();
|
|
if (hw_intst & 0xf0) { // any pixels leftover?
|
|
erase_sprite(bomb_bitmap, bomb_x, bomb_y);
|
|
if (bomb_y >= player_y-2) {
|
|
// player was hit (probably)
|
|
destroy_player();
|
|
}
|
|
bomb_y = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
byte frame;
|
|
signed char player_dir = 0;
|
|
|
|
void move_player() {
|
|
byte mask = hw_p1ctrl;
|
|
if (mask & 0x4) {
|
|
if (player_x > 0)
|
|
player_x--;
|
|
}
|
|
if (mask & 0x8) {
|
|
if (player_x < PIXWIDTH-16)
|
|
player_x++;
|
|
}
|
|
if (mask & 0x10) {
|
|
if (bullet_y == 0) {
|
|
fire_bullet();
|
|
}
|
|
}
|
|
// move player
|
|
render_sprite(player_bitmap, player_x, player_y, M_MOVE);
|
|
}
|
|
|
|
void animate_explosion() {
|
|
if (--explode_timer == 0) {
|
|
erase_sprite(explode_bitmap, explode_x, explode_y);
|
|
} else {
|
|
render_sprite(explode_bitmap, explode_x, explode_y, M_OR);
|
|
}
|
|
}
|
|
|
|
void play_round() {
|
|
draw_playfield();
|
|
player_x = PIXWIDTH/2-8;
|
|
bullet_y = 0;
|
|
bomb_y = 0;
|
|
explode_timer = 0;
|
|
frame = 0;
|
|
while (player_x != 0xff && num_enemies) {
|
|
move_player();
|
|
if (bullet_y) {
|
|
move_bullet();
|
|
}
|
|
update_next_enemy();
|
|
if (frame & 1) {
|
|
if (bomb_y == 0) {
|
|
drop_bomb();
|
|
} else {
|
|
move_bomb();
|
|
}
|
|
}
|
|
if (explode_timer) {
|
|
animate_explosion();
|
|
}
|
|
frame++;
|
|
}
|
|
}
|
|
|
|
void init_game() {
|
|
score = 0;
|
|
lives = 5;
|
|
}
|
|
|
|
void game_over_msg() {
|
|
byte i;
|
|
byte x=16;
|
|
byte y=10;
|
|
hw_xpand = XPAND_COLORS(0, COLOR_SCORE);
|
|
for (i=0; i<50; i++) {
|
|
draw_string(x, y+0*8, COLOR_SCORE, " *************** ");
|
|
draw_string(x, y+1*8, COLOR_SCORE, "*** ***");
|
|
draw_string(x, y+2*8, COLOR_SCORE, "** GAME OVER **");
|
|
draw_string(x, y+3*8, COLOR_SCORE, "*** ***");
|
|
draw_string(x, y+4*8, COLOR_SCORE, " *************** ");
|
|
}
|
|
}
|
|
|
|
void play_game() {
|
|
init_game();
|
|
init_enemies();
|
|
while (lives) {
|
|
play_round();
|
|
if (num_enemies == 0) {
|
|
init_enemies();
|
|
}
|
|
}
|
|
game_over_msg();
|
|
}
|
|
|
|
void main() {
|
|
hw_horcb = 40;
|
|
hw_verbl = VHEIGHT*2;
|
|
set_palette(palette);
|
|
// NOTE: initializers don't get run, so we init here
|
|
while (1) {
|
|
//attract_mode();
|
|
play_game();
|
|
}
|
|
}
|